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# Immersive Full-Semester VR Courses
Axon Park Launches The 'Unreal Engine VR Master Class'

By Grace Mahas | Published 2019-06-30 | Tech
Source: Trend Hunter, https://www.trendhunter.com/trends/unreal-engine-vr
References: [axonpark](https://axonpark.com/vr-creator-masterclass/) & [drive.google](https://drive.google.com/file/d/1MgnCC6J1Oy5Ytr7vSCHCnhBiOLLGVePc/view)

Axon Park, a virtual campus, recently announced the launch of the world’s first [full-semester course taught exclusively in VR](https://www.trendhunter.com/trends/interactive-tailwind) -- the 'Unreal Engine VR Master Class.' The course will run for 14 weeks and the project-based learning is designed to allow students to learn the core concepts.

The course is being taught by Alex Silkin, CTO and Co-Founder of Survios -- a popular [virtual reality game](https://www.trendhunter.com/trends/zero-latency-vr) founded in 2013. Silkin stated: “This is the first class of its kind. We’ll meet twice a week in virtual classrooms and build amazing virtual reality content together... I am beyond excited to help students invent their solutions for the still relatively untamed landscape of VR development.” As our world shifts to become more technology focused, it's no surprise the [education field has become more digitized](https://www.trendhunter.com/trends/imaginary-hub).

Image Credit: Shutterstock

## Trend Insights (Trend Hunter)

- Score: 3.6/10
- Popularity: 45% | Activity: 54% | Freshness: 8%
- Audience gender: 50% men, 50% women
- Primary generations: Gen Z, Millennial, Gen X
- Top markets: North America

## Categories

[Trend Hunter](https://www.trendhunter.com/trends) > [Tech](https://www.trendhunter.com/tech)

## Key Themes

### What Makes This Trend Stand Out

- **Full-semester VR Courses:** Virtual reality immersion is set to revolutionize classroom learning.
- **Project-based Learning:** Project-oriented, immersive courses could become the new norm for education.
- **Virtual Campus:** The development of virtual campuses is set to expand education access, no matter the physical location.

### Sectors Adopting This

- **Education:** Virtual reality is set to create a new market of educational tools, software, and courses.
- **Gamification:** The gamification of education and training is set to take on an entirely new dimension through virtual reality technology.
- **Technology:** Increasing the implementation of VR technology in online learning has yet to make a significant impact, creating opportunities for disruptive innovation.

## Related on Trend Hunter

- [Immersive Metaverse Learning](https://www.trendhunter.com/trends/immersive-training-solutions.md)
- [Virtual Education Cities](https://www.trendhunter.com/trends/athenaverse.md)
- [3D Game-Based Educational platforms](https://www.trendhunter.com/trends/stemuli.md)
- [Virtual Medical Training Platforms](https://www.trendhunter.com/trends/elara.md)
- [Hybridized Metaverse Platforms](https://www.trendhunter.com/trends/metaverse-platform.md)
- [Educational Esports Metaverses](https://www.trendhunter.com/trends/amazon-university-esports.md)
- [VR Cooking Games](https://www.trendhunter.com/trends/vr-cooking-game.md)
- [Metaverse Developer Training Programs](https://www.trendhunter.com/trends/wpp.md)
- [Educational Esports Courses](https://www.trendhunter.com/trends/enigmaz.md)
